sqiddster's Forum Posts

  • [Apologies if this should go in Open Topic, I wasn't quite sure.]

    Hey all,

    I was just reading this interesting paper by the creator of Aquaria, who also ported the game to ipad. It shows that, as we know, graphics performance on mobile is largely limited by the pixel fill rate.

    One statement in particular interested me. Even in a native app, the latest ipad can only draw 4x the size of the screen and keep a steady rate of 60fps (not counting overhead performance). Ashley has been telling us this all along (but we keep complaining!), along with the fact that native developers often use optimization tricks to make the games run faster. This paper shows one such example.

    The paper goes on to state that 2D games with hi-res art (pretty much all C2 games fall into this category) are as such very hard to make as they don't take full advantage of optimized 3D graphics processing in such devices - they suffer from overdraw as graphics are laid on top of each other - even transparent pixels have to be drawn!.

    The rest of the paper describes how the developer essentially 'cuts out' every 2D image and puts them on a 3D 'canvas' - using the 3D technology so that overdraw is no longer a problem. He reports significant performance benefits.

    Obviously something like this would be non-trivial to integrate into C2, probably even impossible (maybe once webGL becomes more widespread). However, it gives a good perspective and shows us that HTML5's mobile performance isn't as bad as we think.

    Any thoughts?

    (Please correct me if my ignorance caused me to butcher the facts!)

  • onion each layout has an 'event sheet' property, which you can set to the main event sheet. That's what I do.

  • Perhaps we should have a 'blacklist' for people like Whiteclaws ...

    <img src="smileys/smiley17.gif" border="0" align="middle" /> just kidding mate!

  • I actually really like the minimalism - just personal opinion.

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  • Great stuff! Really honest and heartfelt. Really inspiring.

  • , this is really old - why not just use Node-Webkit?

  • This is just a guess, but I think it would run the loop, then apply the trigger to all of the objects spawned when we get down to event 100.

  • cesisco all the world generation code is in one group - it's called 'world generation' or something.

    Basically, I resize a grid of random noise with bilinear (smooth) filtering, then threshold it to black and white. The reason it never blocks the player is because the threshold favors white more than black - this is controlled by a variable (forget what it's called).

  • Link to .capx file (required!):

    It's not really capx specific.

    Steps to reproduce:

    1. Open any project

    2. Click and drag on any object without selecting it first.

    Observed result:

    The drag center snaps to the origin of the object

    Expected result:

    I'd expect a drag offset as with already selected objects.

    Browsers affected:

    N/A

    Operating system & service pack:

    Windows 7 home premium

    Construct 2 version:

    r122

  • Thanks, Yann that's not too unmanageable.

  • Yann that all looks good, but considering I will have a great number of levels I don't really want to save a separate JSON file for each level. I'm not saving huge amounts of data, just a few numbers and strings. Any way to have 'nodes' like in XML? and why specifically shouldn't I use it?

  • nobody can help you with such a vague description.

  • it's really simple - all you need to do is use the Arcade object to send the score when the payer dies and everything else is done automatically.

  • boolean Oh don't worry, I'm only planning on storing simple stuff as you said. Game-specific stuff would be like 'number of clouds', zoom scale, etc. So I assume XML should be fine for this.

  • Thanks again!